If you only take the bottom (lowest) 1% of all frame rate measurements (and average them)
I don't think that is the methodology. I think it is taking the 99th percentile frame time. So basically if took the time it took to generate every single frame this is the time that 99% of frames were faster than and 1% were slower than.
If this number goes down it means that the worst frames are less bad. This is a pretty important part of the experience as even if you have good average frame time (and decent FPS) having a few slow frames really makes the game feel choppy and can make precise inputs difficult.
Honestly AI has been used for moderation for decades. The newer models will be quite effective. It could be very useful for limiting lower effort spam. Sure dedicated spammers will figure it out and get by it but as the models get better that will get harder.
Of course like every use of probabilistic technology like AI it should still go to human review. We shouldn't be shadowbanning people because computer said no. But holding suspicious posts in a review queue for the moderators seems quite reasonable (much like they already do with their current systems).
Honestly this sounds more like an investor update showing how innovative we are using modern technology and how it is going to really improve the platform and stonks will go up up up than any meaningful change to their current moderation systems.
Apple is a lot better than Windows but slowly getting worse. They keep pushing their own services more and more aggressively while the quality of their software drops over time. Not to mention that iOS is so locked down that they don't have to worry about things like pushing Edge because they just don't allow any other browsers.
declaring multiple variables is less error-prone than in C. In C, the following declares x to be a pointer, but (surprisingly at first!) y to be a normal integer:
int* x, y;
Whereas the equivalent in Go does what you’d expect, declaring both to be pointers:
var x, y *int
I don't think this is a related at all. C could have easily decided that the definition makes both x and y pointers. They just decided not to so that you can declare more variables on one line by being able to do int x, *y, **z, .... It is more flexible.
Similarly that Go line could have been parsed like var x, (y*) int if they wanted to. They just made a different choice.
Generally speaking it will be fine. SSH will also refuse keys with open permissions so you would notice if it was wide-open to other users of the device.
But you know if you are running random code or AI harnesses as that user it can be at risk. Or if you copy around the key all over the place it is more likely to leak. But generally speaking you are secure by default, just don't do something dumb with the key and you'll have no problems.
It sounds pretty reasonable. As long as you keep SSH patched and keep the key safe it should be quite locked down. Do double-check that password login isn't allowed (or that all users have a very strong password).
One non-security note is be careful with rsync backup. Generally rsync isn't considered a backup as any mistakes made in the source will be propagated to the "backup" on next sync. Although there are ways to use rsync to take good backups (like copying to a new directory for each backup).
Why only streaming services? Why not target the volume of any ads within content that contains audio? While we are at it why not say that the add can't be significantly more bright?
I built Chibichange to have a way to conveniently deliver changelogs to Dawarich users
Have you considered just posting a changelog to your blog? That would be much more convenient than every app I run pinging me in its own way by phoning home to its server.
The problem is that only your heaviest users are going to pay to remove the ads, so it doesn't make sense to price the subscription at any sort of average user. You need to slide the price point way up the distribution just to break even.
I don't think that is the methodology. I think it is taking the 99th percentile frame time. So basically if took the time it took to generate every single frame this is the time that 99% of frames were faster than and 1% were slower than.
If this number goes down it means that the worst frames are less bad. This is a pretty important part of the experience as even if you have good average frame time (and decent FPS) having a few slow frames really makes the game feel choppy and can make precise inputs difficult.